focus_tree = {
	id = zusuls_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = ZUS 
		}
	}
	
	default = no
	
    continuous_focus_position = { x = 50 y = 1000 }

focus = {
		id = ZUS_politika
		
		icon = GFX_focus_generic_soviet_politics
		x = 14
		y = 0
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes

		available = {
		
		}
		
		ai_will_do = {
			factor = 60
		}

		bypass = {
			
		}

		
		completion_reward = {
		set_rule = {
			can_join_factions = no	
			can_access_market = no
		} 
			add_political_power = 50
			
		}
	}
	
	focus = { #Взаимоисключение
		id = ZUS_leftway
		icon = GFX_focus_prc_agrarian_socialism
		prerequisite = { focus = ZUS_politika }
		mutually_exclusive = { focus = ZUS_rightway }
		
		x = -1
		y = 1
		relative_position_id = ZUS_politika
		cost = 4
	
		search_filters = { FOCUS_FILTER_POLITICAL  }

		available_if_capitulated = yes


		ai_will_do = {
			factor = 90
			
		}

		completion_reward = {
			add_political_power = 50
		}
	}
	focus = {
		id = ZUS_lefthead
		prerequisite = { focus = ZUS_leftway }
		relative_position_id = ZUS_leftway
		icon = GFX_focus_GER_legacy_of_the_spartacus_league
		x = -4
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			add_popularity = {
					ideology = communism
					popularity = 0.30
				}
		}
	}
	focus = {
		id = ZUS_north_industry1
		prerequisite = { focus = ZUS_lefthead }
		relative_position_id = ZUS_lefthead
		icon = GFX_focus_generic_industry_1
		x = -2
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			458 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			458 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = ZUS_north_industry2
		prerequisite = { focus = ZUS_north_industry1 }
		relative_position_id = ZUS_north_industry1
		icon = GFX_focus_generic_industry_2
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
		460 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			460 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}	
		}
	}
	focus = {
		id = ZUS_north_industry3
		prerequisite = { focus = ZUS_north_industry2 }
		relative_position_id = ZUS_north_industry2
		icon = GFX_focus_generic_industry_3
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
		459 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			459 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}	
		}
	}
	focus = {
		id = ZUS_west_bunkerwall
		prerequisite = { focus = ZUS_lefthead }
		relative_position_id = ZUS_lefthead
		icon = GFX_goal_generic_construct_military
		x = 0
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 200
		}

		bypass = {
			
		}
		
		cancel_if_invalid = yes
		continue_if_invalid = no
		
		completion_reward = {
			if = {
				limit = { controls_state = 902 }
				902 = {
					set_building_level = {
						type = bunker
						level = 3
						province = {
							all_provinces = yes
							limit_to_border = yes
							level < 3
						}
					}
				}
			}

			if = {
				limit = { controls_state = 558 }
				558 = {
					set_building_level = {
						type = bunker
						level = 3
						province = {
							all_provinces = yes
							limit_to_border = yes
							level < 3
						}
					}
				}
			}

			
		}
	}
	focus = {
		id = ZUS_AA_bunker
		prerequisite = { focus = ZUS_west_bunkerwall }
		relative_position_id = ZUS_west_bunkerwall
		icon = GFX_goal_generic_fortify_city
		x = 0
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 200
		}

		bypass = {
			
		}

		completion_reward = {
		902 = {
		add_building_construction = {
						type = anti_air_building
						level = 2
						instant_build = yes
					}
				}
		558 = {
		add_building_construction = {
						type = anti_air_building
						level = 2
						instant_build = yes
					}
				}		
		557 = {
		add_building_construction = {
						type = anti_air_building
						level = 5
						instant_build = yes
					}
				}				
			}
		}
	focus = {
		id = ZUS_build_bunker
		prerequisite = { focus = ZUS_AA_bunker }
		relative_position_id = ZUS_AA_bunker
		icon = GFX_focus_BEL_better_than_maginot
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 200
		}

		bypass = {
			
		}

		completion_reward = {
		add_ideas = ZUS_bunkerization	
		}
	}
	
	focus = {
		id = ZUS_industry_tech
		prerequisite = { focus = ZUS_lefthead }
		relative_position_id = ZUS_lefthead
		icon = GFX_focus_generic_modernize_industry
		x = 2
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
		add_tech_bonus = {
				name = industrial_bonus
				bonus = 1.0
				uses = 1
				category = industry
			}	
		}
	}
	
	focus = {
		id = ZUS_industry_tech2
		prerequisite = { focus = ZUS_industry_tech }
		relative_position_id = ZUS_industry_tech
		icon = GFX_focus_generic_military_industry
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			add_tech_bonus = {
				name = CAE_support_bonus 
				bonus = 1.0
				uses = 2
				category = support_tech	
			}
			add_tech_bonus = {
				name = CAE_support_bonus 
				bonus = 1.0
				uses = 2
				technology = support_weapons1
				technology = support_weapons2
			}
		}
	}
	focus = {
		id = ZUS_industry_tech3
		prerequisite = { focus = ZUS_industry_tech2 }
		relative_position_id = ZUS_industry_tech2
		icon = GFX_focus_generic_mining_industry
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 1.0
				uses = 1
				category = excavation_tech
			}	
		}
	}
	focus = {
		id = ZUS_army_bust
		prerequisite = { focus = ZUS_north_industry3 }
		prerequisite = { focus = ZUS_build_bunker }
		prerequisite = { focus = ZUS_industry_tech3 }
		relative_position_id = ZUS_build_bunker
		icon = GFX_goal_generic_more_territorial_claims
		x = 0
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			add_doctrine_cost_reduction = {
				name = cae_land_doc_bonus
				cost_reduction = 0.5
				uses = 2
				category = land_doctrine
                    }
			army_experience = 50
		}
	}
	
	focus = {
		id = ZUS_industrial_legacy
		icon = GFX_goal_generic_construct_mil_factory
		x = 1
		y = 2	
		prerequisite = { focus = ZUS_leftway  focus = ZUS_rightway }
		relative_position_id = ZUS_politika
		cost = 6
		

		ai_will_do = {
			factor = 90
		}

		available = {

		}

		bypass = {

		}

		
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }

		completion_reward = {
			557 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			557 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = ZUS_industry_1
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = ZUS_industrial_legacy }
		x = 0
		y = 1
		relative_position_id = ZUS_industrial_legacy

		cost = 6

		ai_will_do = {
			factor = 40
			
			
		}

		

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }

		completion_reward = {
			
			514 = {
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = ZUS_industry_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = ZUS_industry_1 }
		x = 0
		y = 1
		relative_position_id = ZUS_industry_1

		cost = 6

		ai_will_do = {
			factor = 80
		}

		

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }

		completion_reward = {
			273 = {
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = ZUS_industry_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = ZUS_industry_2 }
		x = 0
		y = 1
		relative_position_id = ZUS_industry_2

		cost = 6

		ai_will_do = {
			factor = 80
		}

		

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }

		completion_reward = {
			786 = {
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = ZUS_industry_4
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = ZUS_industry_3 }
		x = 0
		y = 1
		relative_position_id = ZUS_industry_3

		cost = 6

		ai_will_do = {
			factor = 80
		}

		

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }

		completion_reward = {
			782 = {
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = ZUS_weapon
		prerequisite = { focus = ZUS_leftway }
		relative_position_id = ZUS_politika
		icon = GFX_SOV_fascist_youth_union_ccp_2d_sov_compatibility
		x = -1
		y = 2
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		
		completion_reward = {
			swap_ideas = { remove_idea = zusul_army add_idea = zusul_army2 }
		}
	}
	focus = {
		id = ZUS_zusularmy_buff_1
		prerequisite = { focus = ZUS_weapon }
		icon = GFX_SOV_barrier_troops_ccp_2d_sov_compatibility
		x = 0
		y = 1
		relative_position_id = ZUS_weapon
		cost = 10

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		
		completion_reward = {
		swap_ideas = { remove_idea = zusul_army2 add_idea = zusul_army3 }
		}
	}
	
	focus = {
		id = ZUS_manevr
		
		prerequisite = { focus = ZUS_zusularmy_buff_1 }
		icon = GFX_focus_CHL_union_of_hispanic_republics
		x = 0
		y = 1
		relative_position_id = ZUS_zusularmy_buff_1
		cost = 10

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		
		completion_reward = {
			swap_ideas = { remove_idea = zusul_army3 add_idea = zusul_army4 }
		}
	}
	focus = {
		id = ZUS_zusularmy_buff_2
		prerequisite = { focus = ZUS_manevr }
		
		icon = GFX_focus_generic_full_social_mobilization
		x = 0
		y = 1
		relative_position_id = ZUS_manevr
		cost = 10

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		
		completion_reward = {
		swap_ideas = { remove_idea = zusul_army4 add_idea = zusul_army5 }
			
		}
	}
	
	focus = {
		id = ZUS_interbrigads
		prerequisite = { focus = ZUS_zusularmy_buff_2 }
		
		icon = GFX_focus_SWE_lottakoren
		x = 0
		y = 1
		relative_position_id = ZUS_zusularmy_buff_2
		cost = 10

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		
		completion_reward = {
			army_experience = 100
			if = {
				limit = {
					NOT = { has_tech = ETH_improved_irregular_infantry_tech }
				}
				set_technology = { ETH_improved_irregular_infantry_tech = 1 }
			}
		}
	}
	focus = { #Взаимоисключение
		id = ZUS_rightway
		icon = GFX_focus_generic_support_the_left_right
		prerequisite = { focus = ZUS_politika }
		mutually_exclusive = { focus = ZUS_leftway }
		x = 1
		y = 1
		relative_position_id = ZUS_politika
		cost = 4
	
		search_filters = { FOCUS_FILTER_POLITICAL  }

		available_if_capitulated = yes


		ai_will_do = {
			factor = 10
			
		}

		completion_reward = {
			add_research_slot = 1
		}
	}
	focus = {
		id = ZUS_out_of_isolation
		prerequisite = { focus = ZUS_rightway }
		relative_position_id = ZUS_rightway
		icon = GFX_focus_ger_great_red_menace
		x = 4
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			set_rule = {
	can_access_market = yes
    can_join_factions = yes
			} 
			
		}
	}
	focus = {
		id = ZUS_AA_guns
		prerequisite = { focus = ZUS_out_of_isolation  }
		relative_position_id = ZUS_out_of_isolation
		icon = GFX_focus_FIN_coastal_defense
		x = -2
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			set_technology = {
			interwar_antiair = 1
			}
		}
	}
	focus = {
		id = ZUS_aviaplanes
		prerequisite = { focus = ZUS_AA_guns }
		relative_position_id = ZUS_AA_guns
		icon = GFX_focus_BEL_renard_constructions_aeronautiques
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			if={	
	limit = { has_dlc = "By Blood Alone" }
	
	set_technology = {
	iw_small_airframe = 1
	basic_small_airframe = 1
		}
		
			create_equipment_variant = { #Note: There is a copy of this variant in Finnish Scripted Effects file (FIN_purchase_soviet_equipment_for_cw). Any changes here should also be applied there
		name = "I-15" #
		allow_without_tech = yes
		type = small_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = light_mg_4x
			engine_type_slot = engine_1_1x
			special_type_slot_1 = empty
		}
		obsolete = yes
	}
					add_equipment_to_stockpile = { 
						type = small_plane_airframe_0
						variant_name = "I-15"
						amount = 50
						producer = SOV
					}
		else = {
		add_equipment_to_stockpile = { 
						type = early_fighter_equipment_1
						variant_name = "I-15"
						amount = 100
						
					}
	set_technology = {
	early_fighter = 1
	fighter1 = 1
		}
		}
				}
		}
	}
	focus = {
		id = ZUS_airexp
		prerequisite = { focus = ZUS_aviaplanes }
		relative_position_id = ZUS_aviaplanes
		icon = GFX_focus_NORDIC_com_airforce
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			air_experience = 50
			add_tech_bonus = {
				name = CAE_air_bonus 
				bonus = 1.0
				uses = 1
				category = light_fighter
			}
		}
	}
	focus = {
		id = ZUS_new_division
		prerequisite = { focus = ZUS_out_of_isolation }
		relative_position_id = ZUS_out_of_isolation
		icon = GFX_focus_SOV_support_spanish_poum
		x = 0
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
		custom_effect_tooltip = ZUS_guard_unit_tt
		division_template = {
						name = "Zusuls Guard"		
						regiments = { 
							infantry = { x = 0 y = 0 } 
							infantry = { x = 0 y = 1 } 
							infantry = { x = 0 y = 2 } 
							infantry = { x = 0 y = 3 } 
							infantry = { x = 1 y = 0 } 
							infantry = { x = 1 y = 1 } 
							infantry = { x = 1 y = 2 } 
							infantry = { x = 1 y = 3 } 
						} 
						support = {
							engineer = { x = 0 y = 0 }
							artillery = { x = 0 y = 1 }
							recon = { x = 0 y = 2 } 
						}
					}
			set_technology = { tech_support = 1 }
		}
	}
	focus = {
		id = ZUS_tank_tech
		prerequisite = { focus = ZUS_new_division }
		relative_position_id = ZUS_new_division
		icon = GFX_focus_generic_tankette
		x = 0
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
		if={	
	limit = { has_dlc = "No Step Back" }
	
	set_technology = {
	gwtank_chassis = 1
	light_tank_chassis = 1
		}
		
			create_equipment_variant = { #Copy of Light Tank BT-5 variant in Soviet history file
						name = "BT-5"
						type = light_tank_chassis_1
						parent_version = 1
						allow_without_tech = yes # Tooltip purposes, tech is required anyways
						modules = {
							main_armament_slot = tank_small_cannon_2
							turret_type_slot = tank_light_one_man_tank_turret
							suspension_type_slot = tank_christie_suspension
							armor_type_slot = tank_riveted_armor
							engine_type_slot = tank_gasoline_engine
						}
						upgrades = {
							tank_nsb_engine_upgrade = 8
							tank_nsb_armor_upgrade = 1
						}
						icon = "GFX_SOV_improved_light_tank_medium" #More similar to BT-7 than to T-26
						model = "SOV_light_armor_entity" #More similar to BT-7 than to T-26
					}
					add_equipment_to_stockpile = { 
						type = light_tank_chassis_1
						variant_name = "BT-5"
						amount = 50
						producer = SOV
					}
		else = {
		add_equipment_to_stockpile = { 
						type = light_tank_equipment_1
						variant_name = "BT-5"
						amount = 100
						
					}
	set_technology = {
	basic_light_tank = 1
	gwtank = 1
		}
		}
				}
			}
		}
	focus = {
		id = ZUS_armydoc
		prerequisite = { focus = ZUS_tank_tech }
		relative_position_id = ZUS_tank_tech
		icon = GFX_goal_generic_army_doctrines
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			army_experience = 50
			add_doctrine_cost_reduction = {
				name = cae_land_doc_bonus
				cost_reduction = 0.5
				uses = 3
				category = land_doctrine
                    }
		}
	}
	
	focus = {
		id = ZUS_flot
		prerequisite = { focus = ZUS_out_of_isolation }
		relative_position_id = ZUS_out_of_isolation
		icon = GFX_focus_generic_trade_interdiction
		x = 2
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			if = {
	limit = { has_dlc = "Man the Guns" }
		set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		
		panzerschiffe = 1
		pre_dreadnoughts = 1
		early_ship_hull_submarine = 1
		
		mtg_transport = 1
		basic_torpedo = 1
		
		basic_battery = 1
		basic_light_battery = 1
		basic_medium_battery = 1
		basic_heavy_battery = 1
		basic_depth_charges = 1
		sonar = 1
		basic_cruiser_armor_scheme = 1
	}
	

else = {
	set_technology = {
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_submarine = 1
		transport = 1
	}
	
}
}
		}
	}
	focus = {
		id = ZUS_dockyards
		prerequisite = { focus = ZUS_flot }
		relative_position_id = ZUS_flot
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 6
					add_building_construction = {
						type = dockyard
						level = 6
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					any_owned_state = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					NOT = {
						any_owned_state = {
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
				}
				random_state = {
					limit = {
						controller = { tag = ROOT }
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
			}	
		}
	}
	focus = {
		id = ZUS_navyexp
		prerequisite = { focus = ZUS_dockyards }
		relative_position_id = ZUS_dockyards
		icon = GFX_focus_generic_cruiser2
		x = 0
		y = 1
		
		cost = 4

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			navy_experience = 100
		}
	}
	focus = {
		id = ZUS_strong_army
		prerequisite = { focus = ZUS_navyexp }
		prerequisite = { focus = ZUS_airexp }
		prerequisite = { focus = ZUS_armydoc }
		relative_position_id = ZUS_armydoc
		icon = GFX_focus_CONGO_congo_army
		x = 0
		y = 1
		
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		completion_reward = {
			remove_ideas = zusul_army
		}
	}
	focus = {
		id = ZUS_fight_cae
		prerequisite = { focus = ZUS_army_bust focus = ZUS_strong_army }
		
		icon = GFX_focus_generic_workers_and_farmers_rise
		x = 1
		y = 1
		relative_position_id = ZUS_interbrigads
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		
		completion_reward = {
			add_ideas ={ZUS_fight}
		}
	}
	focus = {
		id = ZUS_victori
		prerequisite = { focus = ZUS_fight_cae }
		
		icon = GFX_focus_ITA_il_sol_dell_avvenire
		x = 0
		y = 1
		
		relative_position_id = ZUS_fight_cae
		cost = 6

		search_filters = { FOCUS_FILTER  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			
		}

		
		completion_reward = {
			every_state = { 
		limit = {
                 is_core_of = CAE
				 is_owned_by = CAE
				 
				 
                }
               add_core_of = ZUS
			}
		}
	}
	}